RELEASE: 3.6.12 Release Candidate 3 (RC3)

Here it is! RC3 for the upcoming 3.6.12. Included below is the commit history since RC2.

Important!!As Post Processing is a new feature, as are the Unified Shaders, don't forget to grab FSU_and-PostProc_Shaders.7zA .vp version of these will be available once it is determined that no changes are necessary (which will then become available for Final Release).All .sdr files go to *\data\effects and the .tbl goes in to *\data\tables.* can be either the mediavps\ or main FreeSpace2\ dir.Enabling post-processing without the shaders present should not crash any more. Be sure to test.

Important!!As always, you need OpenAL installed. Linux and OS X come with it but Windows users will need to get Creative's OpenAL installer.

Important!!Also, since the internal code linking for TrackIR was revised, an external DLL is now required for FSO to use TrackIR functions.The following DLL is simply unpacked in to you main FreeSpace2 root dir.TrackIR is only supported on Windows.TrackIR SCP DLL

Launchers, if you don't have one already:Windows: Launcher 5.5f (new launcher version! Support for all nightly builds as well as 3.6.12) or wxLauncher (ongoing project for a unified launcher on all platforms)OS X: Soulstorm's OS X Launcher 3.0Linux: YAL or here or by hand or whatever you can figure out.

backport of Sushi's revision 6075:Fix for Dynamic Glide Cap so that the cap ramps max speed in the same way as normal flight when turning afterburners on/off or changing the overclock (what it should have done in the first place). Also removed some old, unused glide code. ------------------------------------------------------------------------r6143 | taylor | 2010-05-29 10:52:38 -0500 (Sat, 29 May 2010) | 1 line

Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)

On that note, "Mystery of the Trinity" is kind of borked, with the ships too close to the hull of the Aquataine.

Confirmed as a mission issue.

I see. Is that being worked on or is there a work around? I already put the necessary files to fix the dialogue problems in /data/missions, and I'd assume they'd also help with this issue in that regard.

Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)

On that note, "Mystery of the Trinity" is kind of borked, with the ships too close to the hull of the Aquataine.

Confirmed as a mission issue.

I see. Is that being worked on or is there a work around? I already put the necessary files to fix the dialogue problems in /data/missions, and I'd assume they'd also help with this issue in that regard.

They won't. The problem is that the HTL Hecate model used in the MediaVPs has slightly thicker wings than the retail Hecate.

Re: RELEASE: 3.6.12 Release Candidate 3 (RC3)

Added $Random Sidethrust Percent to AI Profiles and AI.tbl. Allows ships with sidethrust capability to sometimes randomly use it in dogfighting situations to make life more miserable for the player.

CoolCan it be added to the wiki so I can make use of it (So I know where to put it in ai.tbl)?

Edit:Seems the circle strafe a.i. changes affects difficulty for Wings of Dawn a bit. A.i. seems slightly more concerned with staying mobile instead of keeping the target in their sights 24/7. Instead of slowing down so they can keep shooting at you, they slow down a bit, then speed up, create a bit of distance and attempt to strafe again. From initial tests I think its actually easier now. Less streams of constant fire going in your direction.

Edit 2:Yeah, the new circle strafe ai makes the ai using it a joke. Very kindly request the old behavior back.I balanced a whole campaign around the aggresive circle strafe ai. This ruins it quite a bit.

"If the radiance of a thousand suns were to burst at once into the sky, that would be like the splendor of the mighty one. Now I am become Death, the destroyer of worlds."-J. Robert Oppenheimer, quoting the Bhagavad Gita

Edit:Seems the circle strafe a.i. changes affects difficulty for Wings of Dawn a bit. A.i. seems slightly more concerned with staying mobile instead of keeping the target in their sights 24/7. Instead of slowing down so they can keep shooting at you, they slow down a bit, then speed up, create a bit of distance and attempt to strafe again. ...

Yeah, the new circle strafe ai makes the ai using it a joke. Very kindly request the old behavior back.I balanced a whole campaign around the aggresive circle strafe ai. This ruins it quite a bit.